A.I. Wars
(The insect Mind) v.5.5.7 and above
Data file
internals document.
The purpose of this document is to explain some of the inner workings of the data and supporting files provided within the A.I. Wars v5.5.7 directory for the purpose of illustrating how an interested user, researcher or tournament moderator may modify the inner workings of the game engine to enhance their A.I. Wars experience. Note that many of these files are used with earlier versions of A.I. Wars and the descriptions found here are valid in most cases.
A.I. Wars Engine Files:
This is the main A.I. Wars game engine. Its version number can be found by viewing the properties of the file in your windows explorer or by viewing the version number within the splash screen. This file has command line options noted within the games documentation or by launching it with a /? Parameter. These parameters are useful when automating actions within the game with external batch type tools like the BattleShell software found on our TacticalNeuronics.com web site (see battle scenario files section below for additional details on this functionality).
This is the 3D battle-viewing engine. This is launched when a battle has been run within the main A.I. Wars engine and it runs the 3Dbattle.dat file. This data file is simply a scripted puppet show that directs the action within the 3D battle engine. More information will be provided on this file later.
Main game engine startup data file loadlist.dat:
This file sets some basic game startup options and contains the following lines:
Example |
Description |
Title_Screen_Music_Play=hades.mid |
Startup music .mid file |
Default_Map=coridor.map |
Default startup map file |
Default_Map_Background=sml_8.bmp |
Default startup map theme bitmap |
Default_Map_Background_Title=Terra
Major |
Default title of startup theme |
A.I. Wars Main Engine INI aiw_config.ini
file:
This file allows you to configure default locations of Cygug and Map files. It also allows you to detail an external .AI file editor if desired. We recommend the CAICLPro editor found on our TacticalNeuronics.com web site.
Example:
[Editor] 'note blank means no external editor
used editor=C:\Program
Files\CAICLPro\CAICLPro.exe [File Locations] maps=g:\aiw3dengine\maps cybugs=g:\aiw3dengine\cybugs |
In this case two directories were created to house the Cybug and map files respectively and the CAICLPro editor is used.
Remembered game option settings are saved
in the settings.dat file:
This file contains the following:
Example |
Description |
0001010110001001100000111000
|
Binary on/off settings for the various options within the game menues |
summary.txt |
Default summary save file name |
contest.txt |
Default tournament save file name |
In-Game battle settings are in the Blob.Dat
file:
This file is a ASCII text file that contains the settings made within the in-game advanced battle settings screen. It is recommended that you do not edit this file by hand. You can however send it to other users for their use as default tournament settings etc. Note: when you select restore defaults the defaults.dat file is used to replace the blob.dat file.
Basic facts about the A.I. Wars Map (*.MAP)
files:
These files are simple ASCII representations of the items found on each grid square of the 45x32 map. They have a chksum= number on the last line to prohibit the shareware users from generating them without he registered version. Note: that when no map is selected with the map editor the default.dat file is used as the base map.
0
|
Empty |
1,
2, 3, 4, 5, 6, 7, 8, V and H |
Walls/Barriers |
9
|
Mines |
I,
J, K, L, M, N, O, P, Q and R |
Cybug starting positions 1 through 10 |
F
|
Flags |
These are the 1024x768 2D battle arena background images. The x represents a number associating it with its smaller/larger versions. The bfield.dat file contains associated information; see its description below for details.
These are the 800x600 2D battle arena background images. The x represents a number associating it with its smaller/larger versions. The bfield.dat file contains associated information; see its description below for details.
These are the 640x480 2D battle arena background images. The x represents a number associating it with its smaller/larger versions. The bfield.dat file contains associated information; see its description below for details.
This file contains the in-game names for each map background/theme. This file is space sensitive so keep the same columns.
Example:
Hive
Courtyard
sml_1.bmp med_1.bmp
lrg_1.bmp |
This tells the main A.I Wars engine which three bitmaps are supported for the small, medium and large versions respectively. The Theme name is listed for user selection within the game. This theme name is also associated with the 3D engine theme *.DAT files with the same name. See below.
3D Engine Theme name.DAT
files:
These files tell the 3D engine what basic components make up how the world looks and sounds in the 3D engine. They contain the following elements (Note: a blank element line indicates 'not used' and the engine assumes the data begins on the first file line.)
Example: |
Purpose: |
AISky1_purple.bmp |
Sky bitmap file inner layer of 3 |
YES |
Sky inner layer transparent? YES/NO |
AISky2.bmp |
Sky bitmap file center layer of 3 |
YES |
Sky center layer transparent? YES/NO |
AISky3.bmp |
Sky bitmap file outer layer of 3 |
YES |
Sky outer layer transparent? YES/NO |
grassy01.bmp |
Ground bitmap |
NO |
Ground transparent YES/NO |
AIShadow3.bmp |
Cybug Shadow bitmap (solid color) |
6000 |
Fog distance the map is 5000 units in size |
128 |
Fog red glow 0 = none to 256 = full |
128 |
Fog green glow 0 = none to 256 = full |
148 |
Fog blue glow 0 = none to 256 = full |
crickets.wav |
Ambient background sound wav file. (Looped within game) |
Field.mid |
Background Music file (Looped within game) |
This is the default file used by the 3D battle engine. Other battle name.dat files can be saved but they will always be renamed to 3Dbattle.dat before launching the 3D Battle engine. The file has the following parts and the 3D engine expects each line to contain certain data so inserting and deleting lines within these files will prevent it from working properly.
Example
file contents |
Description |
3D
Battle Script File |
This never changes |
[MAP] |
Start of map section |
coridor.map |
Map name |
666666666666666666666666666666666666666666666 |
Map data |
6F00000000000000000000000000000000000000000F6 |
|
600000000000000000000000000000000000000000006 |
|
600000000000000000000000000000000000000000006 |
|
600000000000000000000000000000000000000000006 |
|
600000000477774000000000000000000000000000006 |
|
600000000788887000000000000000000000000000006 |
|
60000000078HH87000000000000000000000000000006 |
|
600000000788887I00000000000000000000000000006 |
|
60000000078HH87000000000000000000000000000006 |
|
60004777748888700000000000000000O000000000006 |
|
600078888832227000000000477777777777777740006 |
|
600P7888882F000900000000722222388888888870006 |
|
60004777742032700000000900000F285HH8HH587R006 |
|
60000000M720287F00090L0F722230288888888870006 |
|
600000000720284777707777888820322277777740006 |
|
6000000007302888882F00F28HH82F000090000000006 |
|
60000000900F288888222202888832222700000000006 |
|
600000000722284777777707777777488700000000006 |
|
600000000788887F00K0009000000F7887N0000000006 |
|
60000000078HH87000000000000000788700000000006 |
|
600000000788887000000000000000788700000000006 |
|
60000000047777400000000000000J788700000000006 |
|
60000000000Q000000000000000000788700000000006 |
|
600000000000000000000000000000788700000000006 |
|
600000000000000000000000000000477400000000006 |
|
600000000000000000000000000000000000000000006 |
|
600000000000000000000000000000000000000000006 |
|
600000000000000000000000000000000000000000006 |
|
600000000000000000000000000000000000000000006 |
|
6F00000000000000000000000000000000000000000F6 |
|
666666666666666666666666666666666666666666666 |
|
[NODE] |
Strategy node section |
15
|
X position |
24
|
Y position |
1 |
1 = on 0 = off |
[ACTIVATE] |
Cybugs used section |
1 |
Cybug 1, 1=on 0=off |
1 |
Cybug 2, 1=on 0=off |
1 |
Cybug 3, 1=on 0=off |
0 |
Cybug 4, 1=on 0=off |
0 |
Cybug 5, 1=on 0=off |
0 |
Cybug 6, 1=on 0=off |
0 |
Cybug 7, 1=on 0=off |
0 |
Cybug 8, 1=on 0=off |
0 |
Cybug 9, 1=on 0=off |
0 |
Cybug 10, 1=on 0=off |
[NAMES] |
Cybug names section |
ultramel.ai |
Cybug 1 name |
turtleb.ai |
Cybug 2 name |
turtleb.ai |
Cybug 3 name |
|
Cybug 4 name |
|
Cybug 5 name |
|
Cybug 6 name |
|
Cybug 7 name |
|
Cybug 8 name |
|
Cybug 9 name |
|
Cybug 10 name |
[HEADING] |
Cybug start heading section |
2
|
Cybug 1, 1=north, 2=east |
2
|
Cybug 2, 1=north, 2=east |
3
|
Cybug 3, 1=north, 2=east |
0
|
Cybug 4, 1=north, 2=east |
0
|
Cybug 5, 1=north, 2=east |
0
|
Cybug 6, 1=north, 2=east |
0
|
Cybug 7, 1=north, 2=east |
0
|
Cybug 8, 1=north, 2=east |
0
|
Cybug 9, 1=north, 2=east |
0
|
Cybug 10, 1=north,2=east |
[X] |
Cybug Start X loc section |
15
|
Cybug 1 |
29
|
Cybug 2 |
18
|
Cybug 3 |
0
|
Cybug 4 |
0
|
Cybug 5 |
0
|
Cybug 6 |
0
|
Cybug 7 |
0
|
Cybug 8 |
0
|
Cybug 9 |
0
|
Cybug 10 |
[Y] |
Cybug Start Y loc section |
8
|
Cybug 1 |
22
|
Cybug 2 |
19
|
Cybug 3 |
0
|
Cybug 4 |
0
|
Cybug 5 |
0
|
Cybug 6 |
0
|
Cybug 7 |
0
|
Cybug 8 |
0
|
Cybug 9 |
0
|
Cybug 10 |
[SETTINGS] |
Battle settings section |
|
Blank line |
True |
640x480 mode |
False |
800x600 mode |
False |
1024x768 mode |
|
Blank Line |
Reserved |
Reserved space for future |
Reserved |
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[BATTLE] |
Start of battle sequence |
C
0 K 15 8
|
Battle
data C x x x x = Cybug actions S x x x x = Status changes T x x x x = Game click E x x x x = Special effects G x x x x = Grenade actions M x x x x = Missile actions B x x x x = Mine actions F x x x x = Flag actions |
A.I. Wars music (*.mid)
files
These are the MIDI format music files used by the 2D and 3D engines. The 2D engine has a music selection menu located within the music.mnu file.
The music.mnu file spells out the names of the available MIDI music selections names along with their associated .MID files. This file is column sensitive so proper spacing between the name and the MIDI file name must be observed.
Example contents:
Bug
Works
BUGWORKS.MID Bug Play
BUGPLAY.MID Bug Dance BUGDANCE.MID |
CAICL Editing:
CAICL syntax checking / lookup file is found the syntax.dat file:
Tournament data:
Tournament temporary Cybug list is contained in the tbattle.dat file.
Battle scenario files (*.scn):
These are the basic scenario settings saved when you use the save scenario option or created with the A.I. Wars BattleShell program found on our TacticalNeuronics.com web site. The BattleShell source may also be found there to demonstrate how A.I. Wars battles may be automated through batch type programs using scenario files. You are encouraged to improve upon the BattleShell code and share it with A.I. Wars players.
Scenario files have the following components
Example |
Description |
title=Goal
based mission: Locate and kill the Queen Cybug to end the
battle |
Scenario title shown in the game battle settings screen. |
map=dethrone.map |
Map file used |
damage=10 |
Maximum damage setting |
fuel=3000 |
Start fuel setting |
unit=queen.ai |
Cybugs used in scenario |
unit=mantis2.ai |
|
unit=mellive.ai |
|
unit=minebug.ai |
|
unit=napalm.ai |
|
unit=primal.ai |
|
unit=turtle.ai |
|
unit=turtleb.ai |
|
unit=ultramel.ai |
|
ammo=30 |
Start ammo setting |
music=Bug
March
BUGMARCH.MID |
Music title and .MID file used (one line, proper spacing required.) |
lastalivebonus=yes |
Last cybug alive bonus yes/no |
bloodmode=yes |
Blood mode yes/no |
positionstrategynodex=22 |
Strategy node start x position |
positionstrategynodey=15 |
Strategy node start y position |
deadqueen=yes |
Battle ends with dead queen yes/no |
area=deepspace |
Not used anymore |
iffoff=no |
Iff disabled yes/no |
disablestrategynode=no |
Strategy node disabled yes/no |
clicklimit=0 |
Click limit value |
overheat=30 |
Cybug overheat value |
flagguns=30 |
Flag ammo bonus |
flagfill=350 |
Flag fuel bonus |
nodebonus=10 |
Strategy node point bonus |
nodefill=1 |
Strategy node fuel bonus |
nodeguns=1 |
Strategy node ammo bonus |
mapbackbmp=Ice
Arena |
2D Arena theme used (Background bmp) |
Sound effects (*.Wav)
files:
The in-game sound effects for the 2D and 3D engines are found in the wav files located in the A.I. Wars directory. Feel free to distribute enhanced versions with other players!
3D Engine Bitmaps (*.Bmp)
files:
You can search the A.I. Wars directory for BMP files used by the 3D engine. These files can be replaced with other similar size BMP files to change the wall types within the game. The theme name.DAT files mentioned earlier can be modified created or modified to point to your own BMP files as well to create your own in-game 3D worlds. Dont forget to change the bfield.dat file to list them within the game. We encourage the sharing of user created enhancements to these files.
Saved 2D battle recordings (*.Rec)
files:
These are created when you save recordings of the 2D battles. They can be played back with the battle recorder option. See main A.I Wars help file for details on the layout of this file format.